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Emulator Issues #9590

closed

Slight Offset With Real XFB

Added by coolitic over 8 years ago. Updated over 8 years ago.

Status:
Working as intended
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name?

Metroid Prime 2 (Trilogy)

Game ID? (right click the game in the game list, properties, info tab)

R3ME01

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

823df1c3c425f1383529f368f6479359

What's the problem? Describe what went wrong.

Something seems to be offset at the edges of certain things when real xfb is enabled (doesn't happen with virtual). You can see a slight offset on the aiming reticle, and a bit on the edges of the door and arm cannon.

What steps will reproduce the problem?

Enable real XFB emulation

Which versions of Dolphin did you test on? Does using an older version of Dolphin solve your issue? If yes, which versions of Dolphin used to work?

4.0-9418, 4.0-9442

What are your PC specifications? (CPU, GPU, Operating System, more)

6700K, GTX 950, Windows 10

Is there any other relevant information? (e.g. logs, screenshots,
configuration files)

Posted screenshots.


Files

R3ME01-5.png (2.03 MB) R3ME01-5.png XFB off coolitic, 06/11/2016 10:05 PM
R3ME01-6.png (2.1 MB) R3ME01-6.png Real XFB coolitic, 06/11/2016 10:05 PM
Actions #1

Updated by magumagu9 over 8 years ago

As far as I can tell, this is working as intended. VirtualXFB is a enhancement which uses the raw output of the graphics backend. RealXFB reflects how the console actually works; the video output is encoded to YUYV, which causes the effects you're pointing out.

Actions #2

Updated by phire over 8 years ago

  • Status changed from New to Working as intended

Yeah, magumanu9 is right.

Encoding to YUYV cuts the color resolution in half horizontally, which results in blurring along sharp changes in color (such as the aiming reticle).

Actually if we were 100% accurate to real hardware (like video-software is) the blur would be much larger.

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